HNHacker News
TopNewBestAskShowJobs

YesBox

1,157 karma · joined April 17, 2022

chase@yesboxstudios.com

I'm creating Metropolis 1998, a 2D city builder/simulation video game.

https://store.steampowered.com/app/2287430/Metropolis_1998/

submissionscomments
YesBox··on Ask HN: Any indie game developers here?
Thanks! Appreciate it
YesBox··on Ask HN: Any indie game developers here?
Hi awsidc, I don't ask for or review code samples. Also the last time I posted was 6 months, and another over a year ago.
YesBox··on C++ Papercuts
I use this solution as a solo dev:

  #define $
And add the $ in front of all non-const pass by reference parameters in the call
YesBox··on Paul Brodeur, journalist who exposed asbestos hazards, dies at 92
It's interesting looking back, before the hazards were widely known ("Silk from Stone" - Vermont Life Magazine, 1954. Home of the nations largest asbestos mine)

https://archive.org/details/rbmsbk_ap2-v4_1954_V08N3/page/n3...

YesBox··on Egregoria: 3D City Builder without a grid
In the short term, yes. But the game is using SFML and C++, so most ports are possible.
YesBox··on Toyota has been developing a solid-state battery for EVs with a range of 745mi
Toyota's decision is based on their calculation that there wont be enough electricity produced to meet the demands of electric cars on a large scale, IIRC.
YesBox··on Egregoria: 3D City Builder without a grid
I wish the dev could work on this full time! What he has accomplished so far is amazing. (Hi Uriopass, if you see this!)

Im working on a game in the same vein: Metropolis 1998, a city builder with real time traffic and interior building views, which you can design yourself if you want. Aesthetically, it's a beautiful throwback to the games I grew up playing as a kid.

https://store.steampowered.com/app/2287430/Metropolis_1998/

YesBox··on Raylib – A simple and easy-to-use library to enjoy video games programming
Hey, I've been checking out raylib on and off for some time.

I'm currently making an isometric pixel art game using SFML [0]. Technically this is not possible since SFML does not use a depth buffer/z value, but I found a way around this.

I still feel limited in SFML in many ways, like being forced to use the color channels to pass custom codes to the GPU for shaders (while still needing to use color)

Is it possible to setup a custom vertex array in raylib? Beyond world pos, texture pos, and color, is it easy to pass additional information to the GPU for customizing assets in the shader?

Most (all?) of the examples I've see are 3D, but I imagine raylib would have no problem handling a 2D game? Or is specifically designed for 3D and 2D is an afterthought/non-existant?

[0] https://twitter.com/YesboxStudios/status/1676924625912045568

YesBox··on Show HN: Smallville – Create generative agents for simulations and games
Pretty neat. I'm creating an isometric, pixel art city builder game, though I imagine this wont scale to 10K or 100K units?
YesBox··on The Staff Engineer's Path – Book Review
>Where are the roller-coaster tycoon creators?

Hello!

I'm making a roller-coaster tycoon inspired game, in the form of a city builder. I ended up creating my own path finding algorithm that 10x's the performance of A*. I felt this would be useful since pathfinding is one of the major slowdowns of simulation games.

https://twitter.com/YesboxStudios/status/1647224184597102592

YesBox··on Ask HN: Any solo game developers here?
I'll clarify:

I created a small community where everyone knows everyone's face/name. I am really restrictive with the number of people in the server not because I want exclusivity per se, but rather that I dont want to lose the deeper connections you develop with people in a small community. There's about 10 of us total right now.

It also helps that everyone is on the same page (serious about releasing their game) so we have a common goal to work towards together (and separately). It's great, I've been running the server for almost a year now. Everyone has said it's been really motivating.

So please, email me if anyone here wants that. Otherwise, the other discord links posted here are probably a better fit for you!

YesBox··on Ask HN: Any solo game developers here?
I just checked my discord and I dont have anyone blocked. I close/leave conversations so I dont clutter my inbox, so maybe discord internally severs the connection? (That would be really good to know moving forward). (edit: I also dont recall "immediately" closing any chats, but I may have?)

Anyways, sorry you feel that I wronged you, it really was not my intention. I received over 30 responses last time and it's a lot of work to interview everyone, then video interview them. It looks like you are running a discord yourself and managed to build your own community, which is great. Maybe you have an idea how much work this is, and perhaps you are better at handling this type of work than I am :)

YesBox··on Ask HN: Any solo game developers here?
I dont know who you are, but what actually happened was I decided to double the server size and accept way more people than I originally planned (which I am not going to do this time). That gave me a lot of work to do so I'm sorry if I forgot to keep you posted.
YesBox··on Ask HN: Any solo game developers here?
I forgot to add the specific time (oops). We meet at 8:30 PM EST every Tuesday, and the meeting typically ends 2 to 2.5 hours later.
YesBox··on Ask HN: Any solo game developers here?
You need money saved (for yourself and for contractors), and publishers wont be interested in you until you are well into development (unless you have previous experience releasing something). So you're on your own until you can catch the attention of a publisher, assuming you want to work with one.

I didnt start receiving publishing offers until 13 months after I started development (and notably, when I started adding serious art to the game).

YesBox··on Cities: Skylines II
I'd love to fulfill all of those options, and I plan to, but I dont think I will have them all available in the first release build. I'm the only developer working on the game, and the only other person I work with is the pixel artist.

So expect cars and sidewalks. Pedestrian-only walk ways should be possible in the first release.

YesBox··on Cities: Skylines II
Awesome, thank you! I'm using C++ (custom engine) and SFML (graphics framework)
YesBox··on Cities: Skylines II
Thanks! I agree with your feedback. I intend to have different options to mitigate the traffic if people don't want to manage it. My biggest inspiration for the game is actually roller coaster tycoon. I want to offer to the player the option to sit back and enjoy what they built (from scratch if they want!), and then switch back to managing and building their city, much like a theme park.
YesBox··on Cities: Skylines II
Well crap, I'm going to have some serious competition :D

I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not).

Time to get to work

YesBox··on Documentation related to the implementation of SimCity 2000
Thanks for linking me! :)

SimCity 2000 was the first simulation game I've ever played. I had a neighbor friend who had a copy and I watched him play a couple times before I was hooked.

YesBox··on How to smooth and spread A* paths for an RTS
Path finding is a tricky problem. I developed my own algorithm[0] for a city builder game (Metropolis 1998) I'm working on. I needed an efficient solution to finding _all_ shortest paths between two points, and after a few weeks of trudging through the mud, I ended up with a good one.

The algorithm can handle 100,000+ units path finding to their own unique destinations at 60 FPS. [edit: on a single CPU core]. The graph is processed once, and stores all possible paths (using near minimum storage)

Additionally, I can have additional preference weights in the graph so units can use paths that match their preferences.

Note: The video[0] no longer represents the look of my game, as I've moved on to isometric[1].

[0] https://www.youtube.com/watch?v=7q0l87hwmkI

[1] https://twitter.com/YesboxStudios

YesBox··on [dead]
Hey HN,

I've been working on a city builder game over the last year and wanted to share my progress. I was a huge fan of Roller Coaster Tycoon and SimCity growing up as a kid (I still play RCT).

I left my job in November 2021 to start creating my own city builder game.

Major differences from the canon: - Player will see the inside of buildings - Developed a new path finding algorithm to path 100,000 vehicles at > 60FPS (see older youtube uploads) - Demand will be granular (e.g. player will see specific store/service the citizens want/need - You can design you own buildings (or use templates if you prefer!)

I hope to have a pre-alpha, but playable game available in the next three months. You can follow updates via www.old.reddit.com/r/Archapolis, or subscribe to my YouTube channel (fewer updates though).

Thanks! - Chase

YesBox··on Dwarf Fortress’ graphical upgrade provides a new way into a wildly wonky game
For those who like this type of game, I'm working on a city builder heavily inspired by Dwarf Fortress. Demand will be much more granular than traditional city builders (e.g. specific business/service needs and building the appropriate buildings for them).

You'll be able to see the interior of buildings and design the buildings as you please, save them as blueprints, and be able to plop down duplicates.

You can find progress updates on: https://www.reddit.com/r/Archapolis/

Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ

YesBox··on Dwarf Fortress’ graphical upgrade provides a new way into a wildly wonky game
For those who like this type of game, I'm working on a city builder heavily inspired by Dwarf Fortress. Demand will be much more granular than traditional city builders (e.g. specific business/service needs and building the appropriate buildings for them).

You'll be able to see the interior of buildings and design the buildings as you please, save them as blueprints, and be able to plop down duplicates.

You can find progress updates on: https://www.reddit.com/r/Archapolis/

Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ

YesBox··on Isometric Pixel Art
Ah yeah, SFML removed access to the depth buffer/z height. Should have mentioned that sooner!
YesBox··on Isometric Pixel Art
Unfortunately SFML removed that option from their frame work. Otherwise I would!
YesBox··on Isometric Pixel Art
Caveat: I dont have any experience with 3D games, so we may not be speaking the same dialect.

My game is an "old fashioned" isometric game, meaning it is a 2D game through and through. All assets are square (for top down) or rectangle (for isometric) sprites. Of course, since it's pretending to be a 3D game, you have to draw/place the isometric tiles oddly so the inner rhombus (or hexagon, which is what an isometric cube is without shading) are drawn flush, since the graphics engine is working with rectangles. Thus the sprite's rectangles overlap like this: https://i.imgur.com/NTNHvbL.png

In order to simulate a camera looking into a 3D world, I need to draw everything from the top of the screen to the bottom, in that order, so assets with height are drawn over everything behind it (in world space)

For simulating world height (e.g. something flying one tile off the ground), you just need to move the sprite's screen.y position up the sprite's height (i.e. the height of the rectangle) per tile of height.

I have yet to implement terrain height into my game, but I think there are a couple ways to accomplish this.

1.) I can store the part of the asset touching the ground for all assets stacking upwards (like a multistory building). Thus I can keep the depth sorting algorithm I have.

2.) Or I can add the asset's world height multiplied by asset's (rectangle) height to the screen.y position (again, just for the depth sorting part)

For both cases, I may need to add micro adjustments if I need a specific order within the tile stack itself (seems unlikely). edit: this wont be needed unless I have overlap in the stacking, and I wanted to e.g. have something lower down on the stack be drawn over something above the stack, like an antenna or w/e.

Lastly, this only works if all assets are the same size (thus larger ones are a combination of smaller sprites).

Hope I explained this clearly.

YesBox··on Isometric Pixel Art
I'm currently working on an isometric city builder game. It took me awhile to figure out how to depth sort all assets properly and quickly. I have walls that sit on the edge of a tile, i.e. they take up almost no floor space. Since my game will display the interior of buildings, this means the typical approach of sorting everything by the screen.y position (so long as every asset is a cube (or stack of cubes), or broken up into cubes) fails, because the bottom of the wall texture can be a whole tile-size away from the bottom of the asset.

I had to implement "snap to grid" calculations in the background for moving units inside buildings, meaning for the depth sorting algorithm, I pretend they are on a different tile (when needed). Unfortunately I dont have a video of this yet.

As for efficiency, I implemented static quads (for non moving items) and only draw items within the quads on screen. And for units/vehicles, I do a rectangle collision check (unit rectangle compare to screen space rectangle). It's very fast!

You can find progress updates on: https://www.reddit.com/r/Archapolis/

Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ

YesBox··on Convert SimCity 2000 cities into Minecraft worlds
I share the same concerns. The intensity of the traffic simulation will be adjustable by the player.

I have up to three options I am considering implementing.

e.g. The player could set a fixed percentage of units that teleport to their destination.

YesBox··on Convert SimCity 2000 cities into Minecraft worlds
Pretty cool!

If people are still interested in playing city builder games, I am in the middle of developing one right now. I cleared the CPU hurdle of path finding via developing my own algorithm ( old demo here: https://www.youtube.com/watch?v=7q0l87hwmkI ). Here I am pathing around 300,000 units to their own unique destinations.

Unfortunately I dont have a video update yet, but my game's graphics are now isometric (like SimCity).

I also take a little inspiration from The Sims in that the player will see the interior of the buildings so they can watch their citizens live their lives.

Most frequent updates: https://www.reddit.com/r/Archapolis/

← PreviousPage 7 of 9Next →